Kid - Settlers V1.10
https://worldofbanished.com/index.php?action=downloads;sa=view;down=564
Kid - Settlers V1.10
A mod with a certain style.
Most buildings come in 3 textures with a close match to each other.
!!
I have fixed a missing description for fur.
Same name as the mod. Download again.
V1.01 - Fixing the too-expensive mill
V 1.10 Optimized all textures! Added a few deco rugs on the washinglines.
(https://worldofbanished.com/gallery/2582_30_12_23_8_42_46.jpeg)
Abandoned's blog with pictures (http://worldofbanished.com/index.php?topic=3011.0)
Check here for more pictures (http://worldofbanished.com/index.php?topic=2993.0)
Housing
2 Huts 3x3 for 3 bannies - work=24 wood=16
3 Cottages 4x4 for 5 bannies - work=42 wood=30
2 Manor 5x4 for 7 bannies - work=62 wood=42
Storage
Barn 5x6 - work=62 wood=32 Storage=9000
Small Barn 3x3 - work=28 wood=20 Storage=3200
Shed 1x1 plus road - work=18 wood=8 Storage=800
Market 7x5 - work=32 wood=20 Storage=5200
Trader 4x5 - work=48 wood=24 Storage=12000 (no livestock)
Warehouse 7x3 - work=42 wood=20 Storage=7200
Service
Meeting Hall 5x4 - work=52 wood=32
Well 1x1 - work=60 stone=24 Nomads 0/2/5/10/20/50/100%
(I removed the well function from nomad wells. It could cause a crash)
Hospital 5x4 for 13 bannies - work=62 wood=42
Chapel 5x7 for 120 bannies - work=68 wood=44
School 6x5 for 24 bannies - work=62 wood=42
Resource
Smith 5x4 - work=42 wood=24 stone=12 Iron/Steel tools
Seamstress 5x4 - work=48 wood=40 Leather/Linen/Wool/Fur clothes
Baker 5x3 - work=48 wood=40 Bread and Jelly Bun :)
Mill 5x5 - work=64 wood=42 Wheat/Corn/Oats/Wild Oats
Nut Grove 3x3 - work=28 wood=20 radius=18 Walnut Tree Forester
Gatherer 5x3 - work=28 wood=20 Collects Vanilla/New Flora/Walnuts
Herbalist 4x4 - work=32 wood=22 radius=30
Hunter 3x3 - work=28 wood=20 radius=24
Animal Shed 6x4 - work=32 wood=22 Egg/Milk/Wool
Fisherman 4x2 plus road - work=32 wood=20 radius=14
Fenceless Pasture min 4x4 max 32x32 free to build
Patch
Flax 4x4 plus road - work=16 wood=2
Herb 4x4 plus road - work=16 wood=2
Berry 4x4 plus road - work=16 wood=2
Deco Free to build
Flower Bed min 1x1 max 15x15 - Non-Walking Area for decorations.
(Ghosted Deco) - Chamomile/Flax/Hollyhock/Morning Glory/Lavender/Oleander
Scarecrow/Cart/Swing/Washing Line/Cross for Chapel
Path
Blocking Dirt Path - 1 work - Bannies some time walk here but mostly avoid it.
Dirt matches the other dirt roads and blends seamlessly.
Dirt Path - 1 work fast
Wood Path Grass - 1 wood - faster - Wood Steppers with grass under
Wood Path Dirt - 1 wood - faster - Wood Steppers with dirt under
Stone Path Grass - 1 stone - faster - Stone Steppers with grass under
Stone Path Dirt - 1 stone - faster - Stone Steppers with dirt under.
Hedge Sets
Two sets of one-tile hedges with 16 variants each.
The angled hedges won't block. I have added an 'Empty Square' which
can be used to block passing.
...
Did I miss something? :)
Oh, I added a Gather Walnut button to the vanilla Remove toolbar.
Many of the deco plants disappear during winter. You have to wait for spring
to see where to place them.
great mod!! this will be perfect for with the north 6
Oh my goodness, so much stuff -- great work
@kid1293 Is this also available on Steam? Couldn't find you there.
Thanks all! :) Glad you like it!
I am not on Steam.
@kid1293 I really like your new mod. I have notice that your patch for Flax generates a new class of Flax. The new Flax is not used in the Weaver in the Colonial Charter J mod. Additionally your new Tailor make Linen clothes with is also a new type of clothing. Am I doing something wrong or was it your intention to have these differences?
Love this new mod, thank you for the fantastic work.
I have always stayed with tanypredator's flax and linen clothes.
CC and RKEC will need their own tailors to use their flax.
There is a flax patch available somewhere that tries to sort things out
but I am not sure it covers RKEC.
Search Necora's mods for the patch. It should work with CC.
Thank you....
@kid1293 for your quick response.
@kid1293 :D :D :D Thank you very much, fantastic homes, I love small houses, small villages, a large forest around and orchard. Cheers
You are welcome
@taniu ! :)
Thanks to the tenacity of
@child_of_air I found a missing description for fur.
I have fixed it and uploaded again with the same name.
The error is not game-breaking but still very annoying.
It won't show up if you have any start mod with furry animals :)
Download the mod again and just replace.
Does anyone know how to make FLAX from Kid Settlers work with CC's Mega Mod or the other way around?
Necoras Flax Patch doesnt work :(
can't be done. you will gave multiple flax in the inventory. if i use them a at the same time, have at least 3 flax. you can move KID's mod above the CC just to be safe that it is loading. if you ran a debug test on the inventory, you should show several flax. i am sure you are aware that the flax do not always interchange. whichever mod made the flax is the 1 to use to process it. same thing happens with some other items also depending on mods you use. CC maple sap is not the same as PINE mod nor KID's.
Wow I love this mod! Looks so nice and cozy, works great with some of your deco mods!
Thank you
@Nes088 :) I really wanted that cozy feeling to come through.
Like
@Abandoned said - A village garden.
I downloaded this a couple weeks ago and have been playing with it. I
love these buildings so much! I think they go nicely with the houses you made that match the bakery. I don't remember what the official name of that set is, but I think of it as Pie Town because the icon has a pie and a building on it.
I wish you would re-skin your Wind Sawmill to match this set. Or you know, just give it a couple f-key variants. I'm sure you've got other things on your plate,
@kid1293 , but I mention this in case you're needing some other work to do. :D
Great work!
Hi
@Goblin Girl !
I wish I could say I would do it but I really want that Wind Sawmill to be unique.
It has a place now and I will not change it or add to it. I am sorry, really.
Another thing is The Settlers is such a big mod. I hope it can give some satisfaction
even without a Sawmill. (why change something that works fine) ;)
That's fine. I love your sawmill just as it is. I'm just a match-aholic.
Hi
@kid1293 I've been using your new Native mod in my last couple of games and I paired it up with your Settlers mod. I was wondering, If I use the Harvest Trees button on your Nut Grove will it remove only the vanilla trees or your walnut trees as well? In the winter when the leave are fallen and the trees are bare I try checking and I see some trees are missed with the Harvest Trees button but I wanted to double-check with you to be sure.
EDIT: And if I did remove all of the vanilla trees from the Nut Grove, the Nut Grove Forester would still chop down walnut trees for logs, right?
Hi
@MarkAnthony ...and Good Morning.
Yes, the Nutty Forester only plants and harvests nut trees but if there is a vanilla tree
where goes, he will cut that too.
And here is another fix for the mill.
V1.01 makes it worth using the mill.
I know you are in semi-retirement mode, but I have identified something of note. Not a bug per se, but the roads here (which are awesome, thanks) use the same road numbers as DS Roads, thus each will overwrite all other roads of the same number if both are installed.
Roads from Kid Settlers overwrite DS Roads (and vice versa) as follows (I tested this in MM8 but I assume it is the same numbering in standalone DS Roads v4):
Blocking Dirt Path = Wood Road 01 Alt45
Dirt Path = Wood Road 01 Alt90
Wood Path Grass = N/A
Wood Path Dirt = Wood Road 03
Stone Path Grass = Wood Road 02
Stone Path Dirt = Wood Road 01 Alt135
I don't have the numbers for EB Roads V17005 or RK City Roads v2.2b, but
Here is a pertinent quote from Kralyerg:
"You know how you can build a Stone Road directly on top of a Dirt Road, but not the other way around? That's because roads have a hierarchy system where some roads can be built on top of others. It's a numbered system, where the lower numbered roads can be built directly on top of higher numbered roads.
Here's some numbers.
-Colonial Charter AND VANILLA ROADS:
Red Brick Road 4
Brick Road 5
Quay Road 6
Moss Road 9
Stone Road 10
Sandstone 11
Gravel Road 12
Soil Road 14
Country Road 19
Dirt Road 20
-COLOR ROAD MOD:
White Road 22
Black Road 23
Brown Road 24
Purple Road 25
Blue Road 26
Green Road 27
Yellow Road 28
Orange Road 29
Red Road 30
-GRASSY ROAD MOD:
Gravel Road 38
Sandy Road 39
Sand Road 40
Desert Road 41
Plantation Road 42
Pasture Road 43
Crop Road 44
Swamp Road 45
Marsh Road 46
Verdant Road 47
Grass Road 3 48
Grass Road 2 49
Grass Road 50
Transparent 51
-DS ROADS MOD by Discrepancy:
Wood Roads
110-115
Stone Roads
120-139
Gravel Roads
150-154
Wood Chip Roads
160-161
Dirt Roads
170-177
Grass Roads
190-192
Garden Patch Road
195
-End of Roads Mod by WinTin:
Dirt Road
900-914
Stone Roads
930-944
Earth Roads
960-974
So remember. The lower the numbers can be built right on top of higher numbers.
Side note: If two different roads accidentally have the exact same numbers (which has happened), then when you build a single square of the second road, every square of the first road will instantly turn in to the second road. It's a weird thing the game does when it gets confused about which road you're laying because of the hierarchy numbers."
Hi.
I wasn't aware of the CC numbers when I made the mod.
If I feel it is needed, I will look into it.
Up until now, it is only you who has commented.
Yes, semi-retired... :) :)
I personally can work around it since I don't use those particular DS roads (often). I am debugging a bunch of stuff and posting findings in places where they might be useful. I really appreciate your monumental efforts over the years.
@john_doe101274 Somehow it wasn't an obsession, it was a fun hobby.
I am glad that you like the job that has gone into it.
I have found peace with being retired. I always hope
there will come more modders.
If there is anything in the source code you need,
tell me and I can send it over. :)
I do a little modding, but I can't do the models. If you send me the source I can make a personal fix for myself like I did with KidForestTrader and let you know what road numbers didn't conflict with anything (looks like the 140 range might be free).